diff options
author | Adrian Kummerlaender | 2019-02-27 21:39:48 +0100 |
---|---|---|
committer | Adrian Kummerlaender | 2019-02-27 21:39:59 +0100 |
commit | 89718b245b0246e08f9d0545a636e0cf89642a72 (patch) | |
tree | e30dce94b1941e47bab1cbc5987da81bee407e2b /src/shader | |
parent | 72cc7c54d0feb842f4fe07ce55c50f50b706c2f0 (diff) | |
download | compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar.gz compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar.bz2 compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar.lz compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar.xz compustream-89718b245b0246e08f9d0545a636e0cf89642a72.tar.zst compustream-89718b245b0246e08f9d0545a636e0cf89642a72.zip |
Test density inflow condition
Seems to be more stable when drawing around.
Not that all of this doesn't aim to be accurate in any real world sense.
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 2 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 8755a3d..3bfd332 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -143,7 +143,7 @@ void main() { if ( isBulkFluidCell(material) ) { if ( isInflowCell(material) ) { - v = vec2(min(float(iT)*0.2/2000.0, 0.2), 0.0); + d = min(1.0+float(iT)*0.2/1000.0, 1.2); } if ( isOutflowCell(material) ) { d = 1.0; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 67a5d80..676b68e 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -10,7 +10,7 @@ out VS_OUT { uniform uint nX; uniform uint nY; -const float displayAmplifier = 4.0; +const float displayAmplifier = 3.0; float unit(float x) { return 1.0/(1.0+exp(-x)); |